- gint bufferSize[] = { 16, 12, 8, 4, 2, 1 };
- gboolean wantIndexedMode = FALSE;
- gint attributes[ 32 ];
- gint where = 0;
+ int bufferSize[] = { 16, 12, 8, 4, 2, 1 };
+ GLboolean wantIndexedMode = FALSE;
+ int attributes[ 32 ];
+ int where = 0;
* Opens a window. Requires a SFG_Window object created and attached
* to the freeglut structure. OpenGL context is created here.
*/
* Opens a window. Requires a SFG_Window object created and attached
* to the freeglut structure. OpenGL context is created here.
*/
-void fgOpenWindow( SFG_Window* window, const gchar* title, gint x, gint y, gint w, gint h, gboolean gameMode )
+void fgOpenWindow( SFG_Window* window, const char* title, int x, int y, int w, int h, GLboolean gameMode )
* Here we are upon the stage. Have the visual selected.
*/
window->Window.VisualInfo = fgChooseVisual();
* Here we are upon the stage. Have the visual selected.
*/
window->Window.VisualInfo = fgChooseVisual();
* This might speed up message processing. Is that true?
*/
winAttr.event_mask = StructureNotifyMask | SubstructureNotifyMask | ExposureMask |
* This might speed up message processing. Is that true?
*/
winAttr.event_mask = StructureNotifyMask | SubstructureNotifyMask | ExposureMask |
VisibilityChangeMask | EnterWindowMask | LeaveWindowMask |
PointerMotionMask | ButtonMotionMask;
winAttr.background_pixmap = None;
VisibilityChangeMask | EnterWindowMask | LeaveWindowMask |
PointerMotionMask | ButtonMotionMask;
winAttr.background_pixmap = None;
* Make sure the context is direct when the user wants it forced
*/
if( fgState.ForceDirectContext && !glXIsDirect( fgDisplay.Display, window->Window.Context ) )
* Make sure the context is direct when the user wants it forced
*/
if( fgState.ForceDirectContext && !glXIsDirect( fgDisplay.Display, window->Window.Context ) )
- sizeHints.flags |= (fgState.Position.Use == TRUE) ? USPosition : PPosition;
- sizeHints.flags |= (fgState.Size.Use == TRUE) ? USSize : PSize;
+ if (fgState.Position.Use == TRUE) sizeHints.flags |= USPosition;
+ if (fgState.Size.Use == TRUE) sizeHints.flags |= USSize;
* In game mode, move the viewport a bit to hide the decorations.
* This code depends on the XFree86 video mode extensions.
*/
if( gameMode == TRUE )
{
* In game mode, move the viewport a bit to hide the decorations.
* This code depends on the XFree86 video mode extensions.
*/
if( gameMode == TRUE )
{
* Grab the window class we have registered on glutInit():
*/
atom = GetClassInfo( fgDisplay.Instance, "FREEGLUT", &wc );
* Grab the window class we have registered on glutInit():
*/
atom = GetClassInfo( fgDisplay.Instance, "FREEGLUT", &wc );